It was the largest batch of medieval helmets found in Spain

It was 1990 when the nets of some local fishermen “fished” two large metal blocks off the coast of Benicarló (Castellón), like says the University of Alicante. Inside were dozens of iron helmets that were initially thought to be Roman. After all, all the clues pointed in that direction: they appeared alongside Roman amphorae, Roman anchors and bronze helmets of the Montefortino type, a model used during the Punic Wars. Almost 40 years later, the error has been discovered: They were old but not that old. The discovery. In fact, they were almost 1,500 years more modern than initially thought. This new study has identified at least 43 matted and corrosion-melted helmets as belonging to the Late Middle Ages. The key to identification has not been the metal, but the textile remains that remained inside some helmets, which, thanks to the fact that they were adhered and sealed by the marine concretionsthey held out until they were able to radiocarbon date them. Why it is important. With 43 copies, according to the University of Alicante the set constitutes the largest known collection of medieval helmets recovered in Spanish waters and even in the western Mediterranean. Furthermore, they are a little-known rarity. according to the research team: non-elite infantry equipment, manufactured in smaller workshops and distributed through secondary or regional markets, and prior to the European standardization of plate armor. On the other hand, this correction several decades later serves as an example to illustrate a common problem in archeology: dating by association, that is, if the remains next to it are ancient, this too. However, if this hypothesis is not supported by absolute scientific methods, glaring errors can be made. On the other hand, it is also a poorly documented rarity, according to the research team: non-elite infantry equipment, manufactured in smaller workshops and distributed through secondary or regional markets, and prior to the European standardization of plate armor. Context. The dates of the dating fit with a time of strong instability on the Valencian coast. The study documents that Islamic piracy on the coast went from sporadic attacks to a structural threat since the mid-14th century, which led to fortifying the coast with watchtowers and mobilizing local militias. In this scenario, a shipment of cheap infantry helmets could have been destined for troops from the Kingdom of Valencia, mercenary companies or municipal militias. By type, these helmets date back to just before Europe standardized 15th-century plate armor, when workshops in Lombardy and Milan were beginning to dominate large-scale production. Before that, armor varied greatly depending on the region. In detail. The samples were sent to two independent laboratories for dating, one in Miami and another in Mannheim, where accelerator mass spectrometry was used. Four of the five dates fell between the third quarter of the 14th century and the beginning of the 15th century and the fifth was deviated, pointing to being later (more than 100 years later). As a curiosity, the fabric turned out to be a simple taffeta fabric, with vegetable fiber threads, probably a lining or interior padding. Yes, but. The research team points out that the exact origin of the helmets remains open: they could have been manufactured locally in the Iberian Peninsula or arrived via the trade routes of the western Mediterranean, at that time dominated by the workshops of northern Italy. The Crown of Aragon, with Valencia as a weapons producing and exporting centermaintained intense commercial traffic with Genoese merchants that operated in their ports. This fifth date, which behaves like an atypical value, points more to pollution produced on the seabed than to the helmet being used for a longer period of time and at some point having its inner lining changed. As for the reason for the sinking, the study only points to piracy, which is a reasonable assumption, but not a proven fact. In Xataka | The oldest bone spearhead found in Europe was not created by our species: it had already been there for 30,000 years In Xataka | More than 3,000 years ago Europe was already hosting battles involving several regions. We know it thanks to some arrows Cover | cambridge

In a new chapter of “you never buy anything digital, you only rent it,” PlayStation Store will remove another batch of content

When we buy something in a digital store, the word “buy” has more tricks than it seems. We pay, we receive a confirmation, we see the content in our library and we get used to thinking that it is already part of ours. The problem is that, in many services, that feeling of ownership It rests on a much less solid structure: an active account, terms of use, servers and licensing agreements that can change over time. This framework has just had a very specific translation in PlayStation Store Spain. On an official page of its legal sectionPlayStation advises that, starting September 1, 2026, users will no longer be able to access previously purchased StudioCanal content and that this content will be removed from its video library. The company attributes the measure to its content licensing agreements, a brief formulation but sufficient to understand the scope of the notice. The notice does not remain a generic note: PlayStation accompanies the communication with an extensive list of affected titles. It doesn’t make much sense to reproduce it in full here, but it is worth emphasizing that recognizable movies and series appearfrom ‘Paddington’ and ‘Paddington 2’ to ‘Moonlight’, ‘Carol’, ‘Source Code’, ‘Train to Busan’, ‘The Imitation Game’ or ‘Terminator 2’. If you want to check case by case what content is included, You can check the complete list on the official website.. The measure does not only affect Spain. PlayStation too has published an equivalent notice for the United Kingdomwhere the date of September 1, 2026 and the withdrawal of previously purchased StudioCanal content are repeated. The context helps to understand why we talk about purchases made in the past. PlayStation Store stopped offering movie rentals and purchases and TV content on August 31, 2021. At that time, the company explained that users could continue to access content they had already purchased for on-demand playback. The current notice changes the plane of the conversation: it is not about a store that stops selling, but about a previous video library that loses part of its content. When buying doesn’t always mean owning The key is in a distinction that the user does not always keep in mind when pressing the buy button. In many digital services, what is acquired is not an autonomous copy, but an access license associated with an account and subject to conditions of use. That doesn’t make every digital purchase useless, nor does it mean that everything will disappear, but it does mark the real limit of ownership. The work can be in our library and still depend on agreements that are negotiated far from us. PlayStation is not a strange exception within the digital market. Amazon Prime Video warns in its conditions that purchased content may no longer be available for download or streaming due to licensing restrictions or other reasons; Apple also considers that a purchase may not be available for redownload or access from your services if you lose rights to that content; and in video games, Steam and Nintendo talk openly licensed, not sold software. The names, devices and stores change, but the pattern repeats itself: we pay for access within an ecosystem that we do not fully control. The comparison with the PC from years ago helps to understand the change. We bought a game like ‘Age of Empires’, we put the disk in, we installed it and we could play without a store having to continue authorizing each step. The Internet connection could be used for patches, online games or later improvements, but the core was in our hands. The border between physical and digital has become more blurred. There are still discs that contain complete games and allow you to install without relying on an initial download, but the format no longer always offers that guarantee. The case of ‘GTA VI’ pushes the debate to the center: Rockstar points out that the physical version announced for launch will carry a download code inside the box, without a disc, and which can be used to preload the game before its release. For those who bought physically looking for distance from the digital store, the message is difficult to ignore. What happens with StudioCanal on the PlayStation Store works as a reminder of a reality that we usually accept without looking at it too much. In digital, paying for a movie, a song or a video game does not always mean keeping a copy under our control. Sometimes we buy access, and that access lives within a system of licenses, accounts and services that can change. Images | PlayStation | StudioCanal In Xataka | Online games have made their preservation complicated. The solution may be what this video game has done

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